30 lines
728 B
GLSL
30 lines
728 B
GLSL
#version 330 core
|
|
|
|
layout(location = 0) out vec4 gbuffer0;
|
|
layout(location = 1) out vec2 gbuffer1;
|
|
layout(location = 2) out vec4 gbuffer2;
|
|
|
|
in vec3 normalVS;
|
|
in vec2 texCoord;
|
|
in vec4 materialColor;
|
|
|
|
uniform sampler2D color_tex;
|
|
|
|
const float DEFAULT_METALNESS = 0.0;
|
|
const float DEFAULT_ROUGHNESS = 0.8;
|
|
|
|
vec2 encodeNormal(vec3 n);
|
|
vec3 decodeSRGB(vec3 screenRGB);
|
|
|
|
void main()
|
|
{
|
|
vec3 texel = texture(color_tex, texCoord).rgb;
|
|
vec3 color = decodeSRGB(texel) * materialColor.rgb; // Ignore transparency
|
|
gbuffer0.rgb = color;
|
|
gbuffer0.a = 1.0;
|
|
gbuffer1 = encodeNormal(normalVS);
|
|
gbuffer2 = vec4(DEFAULT_METALNESS,
|
|
DEFAULT_ROUGHNESS,
|
|
0.0,
|
|
0.0);
|
|
}
|